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Renaud Casenave-Péré c910a4ce1f Implement a new shader definition system
Use a Domain Specific Language to define shaders in common-lisp syntax.
The code is then walked and compiled into glsl expressions and stored in
easy to use structures.

At the program initialization, the shader programs are compiled into opengl.

Dependencies are also kept, so that if a shader is redefined, the
corresponding program will be recompiled into opengl.

The old glsl-compiler is deleted as it is now rendered useless.

The render and mesh code are fixed according to changes in the interface.
2015-05-05 14:07:32 +02:00
data Add some simple objects to be rendered 2014-11-10 16:54:03 +09:00
src Implement a new shader definition system 2015-05-05 14:07:32 +02:00
t cl-test-more has been renamed prove 2014-11-09 12:17:24 +09:00
.gitignore Initial Commit: bootstrap project with cl-project 2014-01-02 20:56:35 +09:00
README.md Initial Commit: bootstrap project with cl-project 2014-01-02 20:56:35 +09:00
README.org Initial Commit: bootstrap project with cl-project 2014-01-02 20:56:35 +09:00
stoe-test.asd cl-test-more has been renamed prove 2014-11-09 12:17:24 +09:00
stoe.asd Implement a new shader definition system 2015-05-05 14:07:32 +02:00

Stoe - SaintOEngine - A 3d engine in common-lisp

Usage

Installation

Author

Copyright (c) 2014 Renaud Casenave-Péré (renaud@casenave-pere.fr)

License

Licensed under the GPL3 License.